To zero out in world space in UE: Details panel(right of the UI)>Transform rollout(first rollout)>Location 0,0,0 Just marquee select everything and zero them out at once. Whenever I'm learning a new application I get the basics down and then just brute force the learning from there. Work on simple projects/scenes, run into…
Well, that's schlick's approximation, so it's safe to assume that it says "reflectance at normal angle". In essence that's your specular value. It's not a bad idea to check out how the actual fresnel calculations work. the value of R (in the context of computer graphics it's more generally referred to as f0) is calculated…
Update: This works even better: Here you can change the amount easily compared to my old solution. Some numbers break the pattern though. Luminance variation works fine too, if you need it. Polygon: Scale 0.95 Transformation (Hori Mirror Other): No Tiling / Size 50% / Offset 0.21667x 0.373y Tile Generator: Tile H&V /…
This one has me a little stumped as to how to best go about it, since you do need to turn off the DAG filter as kwyjibo mentions. And still I'm not sure the outliner can quite do what you're asking, since objects are members of a layer, not children (you can't actually parent anything to a layer object). string $special…
Did not wanted to create a new thread for this, so I will show it here instead. Those are screenshots from a game I have been creating the last 10 months alongside 6 other friends. In this game you control a disease that transforms humans into monsters when they die. By killing more and more human you build a bigger army.…
Hi, have you tried editing the cage manually? You have several option to do that in the Projection modifier. If the cage is messed up beyond repair just reset it and start over. As a suggestion before starting the projection process you should reset your transformations first with the reset xform modifier. Every mesh is…
Oh, that's... much simpler than what I was imagining somehow. AFAIK you're not able to convert a projection to UVs, but you can convert the resulting texture to existing UVs. (Hypershade: Edit>Convert to File Texture) But this is going to be lossy and defeats the purpose of a tiling texture. There isn't really a super-easy…
i think skyline5gtr and justins discussion could have been avoided if this was split into two different threads; "Victory layoff; studio shutdown" and "F2P Command and Conquer Cancelled". I strongly think that we should be able to critize and express our opinions about games and buisniess models on this forum without being…
Hey, can't help it, but he looks more fishy than werewolfy. I don't really dig the concept of the whole. He looks like he's halfway through his transformation from human to werewolf. Partly comes from these factors: - he doesn't seem to have a nasal bone - his eyes seem way too far apart, while his skull still follows the…
So this is like IdTech5? Can you explain me why I would want to hand-paint every single pixel of the environment instead of using two sets of 512² or 1024² and vertex blend them together? [ame=" https://www.youtube.com/watch?v=LdAQhh-YrHs"]UDK Snow/Sand shader overview - YouTube[/ame] I mean, yeah there are graffiti things…